/Engine/Source/Runtime/Engine/Classes/Components/InstancedStaticMeshComponent.h
A component that efficiently renders multiple instances of the same StaticMesh.
class UInstancedStaticMeshComponent : public [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent), public [ISMInstanceManager](API\Runtime\Engine\Elements\SMInstance\ISMInstanceManager)
TArray<FInstan...
AdditionalRandomSeeds
Additional random seeds ranges.
bool
bForceShowAllInstancesDetails
Indicates that the user has purposedly chosen to show the instance list in the details panel, despite the performance warning.
bool
bSupportRemoveAtSwap
Flag for using RemoveAtSwap on instance removal.
TArray<FInstan...
CachedMappings
The mappings for all the instances of this component.
EInstanceDeleti...
DeletionState
This will be set to the appropriate state when one or more instances are in the process of being deleted.
friend
FInstancedLightMap2D
friend
FInstancedShadowMap2D
friend
FStaticLightingTextureMapping_InstancedStaticMesh
TArray<FBodyIn...
InstanceBodies
Physics representation of the instance bodies.
TUniquePtr<FSt...
InstanceDataBuffers
Buffers with per-instance data laid out for rendering.
int32
InstanceEndCullDistance
Distance from camera at which each instance completely fades out.
TMap< int32, in...
InstanceIdToInstanceIndexMap
Used to cache a unique identifier for each instance.
TArray< int32 >
InstanceReorderTable
Mapping from PerInstanceSMData order to instance render buffer order.
int32
InstanceStartCullDistance
Distance from camera at which each instance begins to fade out.
FInstanceUpdate...
InstanceUpdateCmdBuffer
This is here because in void FScene::UpdatePrimitiveInstance(UPrimitiveComponent* Primitive) we want access to the instances updates through the primitive component in a generic way.
int32
InstancingRandomSeed
Value used to seed the random number stream that generates random numbers for each of this mesh's instances.
int32
NumCustomDataFloats
Defines the number of floats that will be available per instance for custom data
int32
NumPendingLightmaps
Number of pending lightmaps still to be calculated (Apply()'d).
TArray< int32 >
PerInstanceIds
TArray< FMatrix...
PerInstancePrevTransform
TODO: KevinO cleanup.
TSharedPtr<FPe...
PerInstanceRenderData
Render data will be initialized on PostLoad or on demand. Released on the rendering thread.
TArray< float >
PerInstanceSMCustomData
Array of custom data for instances.
TArray<FInstan...
PerInstanceSMData
Array of instances, bulk serialized.
SIZE_T
ProxySize
Tracks outstanding proxysize, as this is a bit hard to do with the fire-and-forget grass.
TBitArray
SelectedInstances
One bit per instance if the instance is selected.